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International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395 -0056

Volume: 03 Issue: 03 | Mar-2016

p-ISSN: 2395-0072

www.irjet.net

IMPLEMENTATION OF VIRTUAL REALITY IN ANDROID GAMING


Abhilash G. Joshi1, Ashwini S.Dabhade2, Ashwini S.Borse3
BE, Department of Computer Engineering, GESRHSCOE, Nashik, Maharashtra, India
BE, Department of Computer Engineering, GESRHSCOE, Nashik, Maharashtra, India
1 BE, Department of Computer Engineering, GESRHSCOE, Nashik, Maharashtra, India
---------------------------------------------------------------------***--------------------------------------------------------------------1
1

Abstract - In todays scenario, Virtual Reality which can

difculties in order to reach such a goal. In a matter


of fact, the game play scenario was not our major
concern. On this project we focused on nding a
way to develop a virtual reality system, and on to
learn how to solve problems in this eld.

be referred to as immersive multimedia or computer


simulated life, replicates an environment that simulates
physical presence in places in the real world or imagined
worlds and lets the user interact in that world. Virtual
reality articially creates sensory experiences, which can
include sight, hearing, touch, smell, and taste. Virtual
reality gaming is where a person can experiences being in
three dimensional environment and interact with that
environment during a game. Based on Virtual Reality
(VR) technology, we provide a more interesting and
convenient way for people to play virtual reality game on
Google Cardboard. In this project, we propose a Virtual
Reality in Gaming for on Android platform through
Google Card board (Wearable Device). The game is
rendered when player aims using his/her eye sight at the
specic marker. The players can view the virtual scenario
through the lenses of Google Cardboard. Player moves the
device to control the game. The experiment results show
that the proposed game system can work effectively and
provide winner result to the player.

1.1 MOTIVATION
Motivations Real world and computer games have their own
distinct strengths. By allowing us to combine these
strengths, we can use VR to improve existing game styles
and produce new ones. For discussion, we consider a
players gaming experience as consisting of four parts;
physical, social, mental and emotional. Research into VR
gaming serves another purpose beyond the improvement of
gaming styles and the development of new ones, as gaming
environments are well suited for exploratory research. In
this section we examine the strengths of real world and
computer games, the role of VR in combining and extending
them, and the value of gaming as an exploratory research
area. We strongly believe that Virtual Reality is a promising
idea, which can enhance the players gaming experience by
providing exciting new ways to control their actions, through
motions and 3D movement.

Key Words: Virtual Reality, 3-D game, Google Cardboard,


Android Device.

1.

INTRODUCTION

The purpose of our project is to design and


implement a 3-D game system in Virtual Reality
using Google Cardboard game, which intended to
replace the real world environment with the digital
one and the human senses are immersed in the
virtual environment. Based on Virtual Reality
environment, the players may need to use their
phones as well as wearable device to view the
virtual world. Player only has to put android device
in Cardboard and play the game. Our main goal is to
improve immersion in shooter games, which are
already known to be immersive especially amongst
young generation. However, and due to time
constrains, equipment availability and other
limitations, this project turns out to be more like an
exploration of possibilities and a challenge to
2016, IRJET

Impact Factor value: 4.45

Fig -1: Requirements of gamming application

ISO 9001:2008 Certified Journal

Page 1465

International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395 -0056

Volume: 03 Issue: 03 | Mar-2016

p-ISSN: 2395-0072

www.irjet.net

1.2 LITRATURE SURVEY


Primitive Game Engines:

2. PROPOSED SYSTEM

Before game engines, games were typically written


as singular entities: a game for the Atari 2600, for example,
had to be designed from the bottom up to make optimal use
of the display hardware this core display routine is today
called the kernel by retro developers. Other platforms had
more leeway, but even when the display was not a concern,
memory constraints usually sabotaged attempts to create
the data-heavy design that an engine needs. Even on more
accommodating platforms, very little could be reused
between games. The rapid advance of arcade hardware
which was the leading edge of the market at the time meant
that most of the code would have to be thrown out
afterwards anyway, as later generations of games would use
completely different game designs that took advantage of
extra resources. Thus most game designs through the 1980s
were designed through a hard-coded rule set with a small
number of levels and graphics data.
Unity Survey Area:
3 Key points for each engine
I.
Usability(UI, how easy it was to learn and develop
with)
II.
Functionality (what exactly the engine can do)
III.
Price point (speaks for itself)

In our project we proposed a game system which can be


played by two ways:
1. Endless game- After selecting the endless game player gets
started with his game. Player has to ght with the enemies to
nish the game. As the game is endless therefore there will
be no as such a nish for the game. Player have to earn more
and more points to increase his level. After getting increasing
level game difculty will increase and also player will be
having advance weapons and different spaceships to ght
with.
2. Level based game- Level based game will be divided into
some number of levels. After completing one level player will
get next level unlocked also his power will be more. But the
difculty level will be increasing as player gets into next
levels. This game will end after completing the level and
nish point for the game will be after completing all the
levels

Table 1 : Unity Survey Area


UNITY

UNREAL
ENGINE 4

GAME
MAKER

FLASH
PRO

GAME
SALAD

YES

YES

NO

NO

NO

YES

NO

YES

YES

YES

YES

NO

YES

YES

YES

PAID
VERSION

YES

YES

YES

YES

YES

PC EXPORT

YES

YES

YES

YES

YES

PLAY
STATION
EXPORT

YES

YES

YES

NO

NO

XBOX
EXPORT

YES

YES

NO

NO

NO

NINETENDO
EXPORT

YES

NO

NO

NO

NO

IOS

YES

YES

YES

NO

YES

ANDROID

YES

YES

YES

NO

YES

WPS

YES

YES

YES

NO

YES

MAC

YES

YES

YES

YES

YES

AVAILABLE
ON MAC OS

YES

YES

YES

YES

YES

AVAILABLE
ON
WINDOWS

YES

YES

YES

YES

YES

PROPERTIES
FULL 3D
SUPPORT
FULL 2D
SUPPORT
FREE
VERSION

2016, IRJET

Impact Factor value: 4.45

3. COMPONENTS

1. Gyroscope:
Gyroscope is the inbuilt function in the android or iOS
devices. It is used for the rotation of the view in the screen
in 360 degree rotation. The working of Gyroscope is as
shown in the figure. By using the Gyroscope player can see
in every direction i. e. Life, Right, Up, Down, Front and
Back. A gyroscope is a device that uses Earths gravity to
help determine orientation. Its design consists of a freely|

ISO 9001:2008 Certified Journal

Page 1466

International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395 -0056

Volume: 03 Issue: 03 | Mar-2016

p-ISSN: 2395-0072

www.irjet.net

rotating disk called a rotor, mounted onto a spinning axis


in the center of a larger and more stable wheel. As the axis
turns, the rotor remains stationary to indicate the central
gravitational pull, and thus which way is down. The
gyroscope maintains its level of effectiveness by being able
to measure the rate of rotation around a particular axis.
When gauging the rate of rotation around the roll axis of
an aircraft, it identifies an actual value until the object
stabilizes out. Using the key principles of angular
momentum, the gyroscope helps indicate orientation. In
comparison, the accelerometer measures linear
acceleration based on vibration.

A cube collider of specific size is attached to the target and is


made invisible using Mesh Renderer. When the object come
into the range of the collider it appears in front of the target
then it gets destroyed.
6. Cardboard Screen Divide: Cardboard screen Divide is the
mechanism done using adjustment of the size of the camera
or by applying the Cardboard API which splits the main
camera into two consecutive cameras.

2. Skybox:
Skybox is the mechanism for applying effect to the game
surrounding. There are various types of skybox which
contains the Dawn effect, Eric effect, Moonshine effect,
Overcast Effect, Starry Night effect, Sunny effect. A skybox is
a method of creating backgrounds to make a computer and
video games level look bigger than it really is. When a skybox
is used, the level is enclosed in a cuboid. The sky, distant
mountains, distant buildings, and other unreachable objects
are projected onto the cube's faces (using a technique called
cube mapping), thus creating the illusion of distant threedimensional surroundings.
7. Particle System:
Particles are small, simple images or meshes that are
displayed and moved in great numbers by a particle
system. Each particle represents a small portion of a fluid
or amorphous entity and the effect of all the particles
together creates the impression of the complete entity.
Using a smoke cloud as an example, each particle would
have a small smoke texture resembling a tiny cloud in its
own right. When many of these mini-clouds are arranged
together in an area of the scene, the overall effect is of a
larger, volume-filling cloud.

3. Random Generation of Different Objects:


The generation of the object using random spawning is
carried by using the C script. Using this script the number of
the generated object and its generation speed is maintained.
4. Target Image View with Camera:
Target image view is the marker used for targeting the object
and destroying them. This target destroys the object.
5. Object Destroy on Sight Shoot:
2016, IRJET

Impact Factor value: 4.45

ISO 9001:2008 Certified Journal

Page 1467

International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395 -0056

Volume: 03 Issue: 03 | Mar-2016

p-ISSN: 2395-0072

www.irjet.net
-Piece of cardboard
-45 mm focal length lenses
-Magnets or capacitive tape
-Hook or loop fastener

4. IMPLEMENTATION DETAILS
4.1 System Architecture

Software Specification:

1. Platform:
Front end: Unity 4.5(Game Engine)
3D max, MAYA (For Graphics).
Back end: C script, JavaScript.
2. Operating System:
Android
3. Tools:
Unity 3D
MonoDevelop
4. Programming Language:
C sharp
JavaScript

5. USER INTERFACE
5.1 Home Screen

System architecture tells us that user has to download


the game from Play Store and install into the android
device. After completing the installation user has to launch
the game application and has to put device into the google
cardboard. Then the time comes when use can interact
with device only using sensors. User has to use motion
sensors to interact with the device. User starts the game
by using motion sensors to reach toward the Start Game
button and stare over it for few seconds. As soon as game
gets started enemies starts to approach towards the
player. Player has to target the enemy and kill them in 5
bullet shots. After 5 shots enemy destroys. Also the player
get killed by enemies only after 3 enemies get collided
with the target. After this next screen turn up showing
either Restart or Exit the game.

5.2 Gameplay Screen

4.2 Hardware and Software Specification


Hardware Specication:
1. Android Mobile Device with
2. Android OS 4.0 and above
3. 1.2 GHz Processor
4. Minimum 512 MB RAM
5. Gyroscope Feature supported
6. Google Cardboard (Wearable Device)
2016, IRJET

Impact Factor value: 4.45

ISO 9001:2008 Certified Journal

Page 1468

International Research Journal of Engineering and Technology (IRJET)

e-ISSN: 2395 -0056

Volume: 03 Issue: 03 | Mar-2016

p-ISSN: 2395-0072

www.irjet.net

REFERENCES
[1] An Augmented Reality 3D Ping-Pong Game
System on Android Mobile Platform ,Xin Gao, Jie
Tian, Xiaoyuan Liang, Guiling Wang,2014.
[2] Augmented Reality,
https://en.wikipedia.org/wiki/ Augmented
reality/, 2014.
[3] A preliminary System framework for SilGam
Book, Junhun Lee, YeongmiKim; Ryu, 2009.

5.3 Game over Screen

ACKNOWLEDGEMENT
The satisfaction that accompanies the successful
completion of any task would be incomplete without
mentioning the people who made it possible. We are
grateful to a number of individuals whose professional
guidance along with encouragement have made it very
pleasant endeavor to undertake this project.
We have a great pleasure in presenting the project
Virtual Relaity in Android Gaming under the guidance
of Prof. C. R. Barde . We are truly indebted and grateful
to Head of the Department Prof. N. V. Alone for their
valuable guidance and encouragement.
We would also like to thank Gokhale Education
Societys R. H. Sapat College Of Engineering,
Management Studies Research, Nashik-5 for providing
the required facilities, Internet access and important
books. At last we must express our sincere heartfelt
gratitude to all the Teaching Non-teaching Staff
members of Computer Engineering Department who
helped me for their valuable time, support, comments,
suggestions and persuasion.
It has been great honor and privilege to undergo
training at Zabuza Labs. We are thankful to companys
CEO Mr. Manas Gajare and HR Mr. Sameer
Choudhari for providing all facilities and support to
complete our project requirements.
We would like to take opportunity to express
our humble gratitude to Mr. Lalit Bhavsar and Mrs.
Bhakti Pathak whom we executed this game. Their
constant guidance and willingness to share their
knowledge made us understand this game and helped
us to complete the assigned tasks.
We are also thankful to our graphics designer Mr. Kiran
and Mrs. Madhura Wadwalkar for giving this much
attractive look to my game.

2016, IRJET

Impact Factor value: 4.45

ISO 9001:2008 Certified Journal

Page 1469

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